Between 2013 and 2018 he was the founding director of the American University Game Lab and Studio. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013-2015.

Research

Lindsay Grace has authored or co-authored more than 45 academic publications since 2009. He has given talks and keynotes at a variety of venues including Game Developer's Conference, SXSW, ACM CHI, the Games for Change Festival and a variety of other venues. The work is focused on uses of interactive media and games to explore cultural standards. The specific domains include social impact games, affection games, critical design, human computation games, and purpose driven games for education, news, and rhetoric. Lindsay founded the American University Game Lab and previously directed the Persuasive Play Lab (PPL) at Miami University. Lindsay is an associate professor at the University of Miami and Knight Chair in the School of Communication His game designs have received awards from the Games for Change Festival, Meaningful Play, Advances in Computer Entertainment and Gamescape. His creative work has been selected for showcase in more than eight countries and 12 states, including New York, Paris, Rio De Janeiro, Singapore, Istanbul, Sao Paulo, Chicago and Vancouver.
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Teaching

In 2013 Lindsay joined the faculty at American University's School of Communication, Film and Media Arts department as an Associate Professor and Director of the Game Design initative. In 2009 he became the first Armstrong Professor of Creative Arts, holding a joint position between the Armstrong Institute for Interactive Media Studies and the College of Creative Arts. From 2003-2009 he taught in digital arts and writing at the Illinois Institute of Art in Chicago.

Lindsay has taught 85 classes between 2003-2016. Visit the teaching section for student work samples and course content.

Game Design and Development

Lindsay has developed scores of games, typically serving as designer, developer and artist. He directed the American University Game Studio between 2013-2018, an academic game studio that produced purpose driven games for a variety of corporate and non-profit clients. He is the sole developer and designer behind Critical Gameplay and Mindtoggle Games.
Critical Gameplay makes games designed to critique conventional game design and offer alternative play. Mindtoggle creates mobile games for a wide variety that integrate Critical Gameplay concepts into commercially oriented experiences.

American University
Game Studio

The AU Game Studio fosters productive and creative partnerships between the academic game design researchers in the Game Lab and leading educational, health, and business organizations, focusing on games that advance the human condition.

Critical Gameplay

The games in the Critical Gameplay collection are designed to help reevaluate our perspective on gameplay experiences. Like critical cartography changes the way we perceive the world, critical gameplay seeks to offer alternate perspectives on the way we play.

Mindtoggle

Mindtoggle Games makes casual games for a casual life. The games are designed for mobile devices and lightly employ the alternative mechanics of the Critical Gameplay project. The games are the commercial exploration of critical gameplay.

Polyglot Cubed

An educational practice tool and game prototype for learning languages. It is designed to entertain while enforcing language comprehension. Polyglot can be used to improve comprehension of a variety of languages with minimal training.

Mindtoggle

Personal Note

I don't like talking about myself in the third person, but it makes it easier for other people to cut and paste my bio.

I teach because I have more people to thank than I can ever repay. With the skills I have and my propensities - teaching digital design is what I do. I don't think the work I design will save a life, but it might just inspire one.

I also teach because I love it. I want every one of my students to have that ah-ha moment at least once in my classes. Most of my ah-ha moments have changed my life for the better. I hope I can facilitate the same.

Before I was 12 I started selling half-baked video games. I called that company Mindtoggle (from mind-switches). 8 years later I started a company with my friend Tony (now at Twitter), to sell club merchandise, DJ mixes, promote club specials and offer VIP access. I called that company Mindtoggle.com. It grew to be the 3rd largest resource for clubbing news in Chicago, but I put it to rest when Metromix (the #1) matured. Now Mindtoggle sells mobile games. As Kurt Vonnegut writes - so it goes.